A ‘combo’ deck involves the use of two or more cards, or a combination, to win the game. With the vast amount of cards at your disposal there are infinite possibilities to approach a ‘combo’ deck with.
This type of deck should aim to produce a combo that wins the game quickly but should also be reliable enough to produce the combo before your opponent has a chance to gain the upper-hand.
Although many decks have cards that interact with each other e.g. Squadron Hawk and Quest for the Holy Relic, they don’t constitute a ‘combo deck’ because they don’t necessarily create a win condition. This interaction is better described as ‘synergy’ or two things working in tandem with each other to boost the overall result.
One good example of a ‘combo’ deck has been Pyromancer Ascension.
The deck works by playing instants and sorceries to put quest counters on the Ascension. The player then casts Time Warp and Call to Mind to create infinite turns.
Another example of a ‘combo’ deck is Hexmage Depths, which uses Vampire Hexmage and Dark Depths to generate a legendary 20/20 indestructible flyer on turn two.
With the aforementioned endless possibilities of Magic cards it shouldn’t be difficult for a player to come up with ideas.
John of Team Gambit.